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Asked the Experts, For archive purposes only. Please use Ask the Expert! for questions |
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May 13 2015, 21:33
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Colman @ May 13 2015, 17:14)  Why club of slaughter + rapier of nimble?
With this combination, you have ~85% offhand strike. The lower PA chance make the damage drop by a lot. I think you may need 5+ hit to kill a mob with this setup.
Why not go for - club of slaughter + rapier of balance - rapier of any + waki of nimble
i already have rapier of slaughter + waki of nimble. i thought the same combination may be good as well, but i guess you're right - maybe it's time to look for a hallowed/demonic rapier of balance. btw, switching with Exquisite Ethereal Rapier of Balance gave me basically (excluding IW potencies) * +5 offhand * +4 crit chance * +1.5 evade * -18 parry * no Holy EDB (read: no Cure bonus) is it worth it? or it's only a crappy rapier and i should really try with something a bit better? QUOTE(nobody_xxx @ May 13 2015, 14:45)  I think butcher and overpower is good combination for club cause you know , parry is annoying for melee style other than 1H (IMG:[ invalid] style_emoticons/default/smile.gif) overpower on a club? i thought it was pretty much useless (IMG:[ invalid] style_emoticons/default/huh.gif) QUOTE(Void Domain @ May 13 2015, 16:52)  Nimble for offhand is a lost cause, you lose so much damage might as well just go 1h.
mind to explain? is it for the already-explained lower offhand chance reason? QUOTE(Void Domain @ May 13 2015, 16:52)  And I am curious how the club vs axe, because club doesn't need Overpower in both hand will the extra potencies surpass the lower damage? Club needs +11% dmg to match axe dmg Assume you have 55% crit and 60% crit dmg after heartseeker, 10 fatality will give 8.3% dmg, but the 0 parry should be better in the long run?
it's been a while since i last used an axe. personally i think that at my level 100 base ADB (at best) out of 5~5.5k is hardly worth the safety granted by stun. i guess that at lv400 it may change, but not so much (IMG:[ invalid] style_emoticons/default/unsure.gif) This post has been edited by Scremaz: May 13 2015, 21:44
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May 13 2015, 21:41
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Scremaz @ May 14 2015, 03:33)  i already have rapier of slaughter + waki of nimble. i thought the same combination may be good as well, but i guess you're right - maybe it's time to look for a hallowed/demonic rapier of balance. btw, switching with Exquisite Ethereal Rapier of Balance gave me basically (excluding IW potencies) * +5 offhand * -4 crit chance * +1.5 evade * -18 parry * no Holy EDB (read: no Cure bonus) is it worth it? or it's only a crappy rapier and i should really try with something a bit better? +5 offhand chance is too little. How come the critical chance reduced with balance weapon?
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May 13 2015, 21:46
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Colman @ May 13 2015, 21:41)  +5 offhand chance is too little
well, we are considering a M/L-non-balance range with a <<S-balance-range afterall. i guess with a serious one it may only be better. but again, is it really so worth? QUOTE(Colman @ May 13 2015, 21:41)  How come the critical chance reduced with balance weapon?
lol. typo, my bad (IMG:[ invalid] style_emoticons/default/heh.gif)
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May 13 2015, 22:30
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Superlatanium
Group: Gold Star Club
Posts: 7,641
Joined: 27-November 13

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QUOTE(lwprbf @ May 13 2015, 16:33)  So i wonder if i am playing at a wrong way or not. Can i ask for some guideline on how to start the battle?
Hereby is my way. {I start turn on OC @250% and keep spam attack until 0%. Then recast spell, spam attack until i get back to 250%.} Loop. Don't use any weapon skill due to insufficient of proficiency. I do have cure less than 2h but it took me forever to finish a round. Especially when i get into a 10 enemies rounds it makes me want to kill myself or flee. God i miss Domino Strike, Great Cleave and Rending Blow. The main benefit of 1h over 2h is vastly increased defense. 1h can handle PF easily (though slowly, without Power Slaughter), but 2h will be curing way too often to be efficient. If you don't have 1h proficiency, then that's a significant problem. At 200 prof you'll be able to counter-attack and stun 3 times each turn, which is great. Avoid using weapon skills, at least with 1h. You can permanently Spirit Stance and do more average damage per turn. Even with 2h, it's probably better to use OFC than weapon skills, once you get a pony set. QUOTE(lwprbf @ May 13 2015, 17:21)  Which brings me more question?. Is there a way reaching 45% block without forge or big sacrifice of phy def or attack? You're using that Exquisite Reinforced Kite Shield of Deflection? Kite shields have bad block and add a whole lot to burden. Switch to an Emax+ block Force Shield to reduce your burden by 10 and increase your shield's block by 25%. 1h may seem slow until you get to 200 proficiency, but once you do it'll be vastly superior to 2h. Most monsters will be stunned most turns. Combine with a better shield, you'll have much better defenses - and then you can work on decent Exq+ Power Slaughter, which will vastly increase your clear speed (at the expense of unnecessary defense). By level 285 you should be able to do all non-SG arenas on at least IWBTH without a problem, maybe even PF. (Don't play the SG arenas unless you play them on Normal or Hard quickly for trophies - they take too long and don't give enough rewards for the time it takes to kill SG) QUOTE(Kazuki3 @ May 13 2015, 18:06)  Well they are not all maxed but they are at the max for my level: HP Tank, MP Tank, SP Tank, Better Mana Pots, Staff Spell Damage, Staff Damage, Cloth Spell Crit, Cloth Castspeed, Cloth MP, Better Weaken, Faster Weaken, Better Imperil, Faster Imperil, Mind Control, Better Magnet, Better Haste, Better Shadow Veil, Stronger Spirit, Better Arcane Focus, Better Regen, Better Cure, Better Protection, Frost Spike Shield, Tempest, Sorcery, Elementalism, Archmage. I'm playing wind mage atm. Also wondering if it's worth maxing Frost Spike Shield or if I should just leave it at level 1 since it seems to only gain cold mitigation?
Given the number of unnecessary abilities you have slotted, you'll certainly be all right switching out one or two of the worse ones for spell accuracy at least. (Magnet is not needed except on SG arenas; both Weaken abilities aren't that good either, better to cast offensive spells and kill faster; same for Mind Control for Sleep/Confuse) The extra Spike Shield levels only add mitigation like you say, so it's only a marginal benefit and can be ignored.
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May 13 2015, 23:30
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(Scremaz @ May 14 2015, 03:46)  well, we are considering a M/L-non-balance range with a <<S-balance-range afterall. i guess with a serious one it may only be better. but again, is it really so worth? lol. typo, my bad (IMG:[ invalid] style_emoticons/default/heh.gif) Well, +5 offhand and +5 crit. The actual PA chance should be much higher. You can test it and share the result. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I do think you need 100% offhand chance to have same clear time as rapier + waki.
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May 13 2015, 23:54
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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QUOTE(Kazuki3 @ May 13 2015, 11:06)  Well they are not all maxed but they are at the max for my level: HP Tank, MP Tank, SP Tank, Better Mana Pots, Staff Spell Damage, Staff Damage, Cloth Spell Crit, Cloth Castspeed, Cloth MP, Better Weaken, Faster Weaken, Better Imperil, Faster Imperil, Mind Control, Better Magnet, Better Haste, Better Shadow Veil, Stronger Spirit, Better Arcane Focus, Better Regen, Better Cure, Better Protection, Frost Spike Shield, Tempest, Sorcery, Elementalism, Archmage. I'm playing wind mage atm. Also wondering if it's worth maxing Frost Spike Shield or if I should just leave it at level 1 since it seems to only gain cold mitigation?
Keep Frost Spike Shield at level 1. You can drop Mind Control, unless Sleep is integral to your style. You should look at investing in Staff Accuracy, Cloth Spellacc, Better Spark, and Better Silence. I think Better Absorb is also very nice. You should also look at setting up one of Ether Theft or Spirit Theft, which will respectively require the Soul Fire and Ether Theft abilities, or the Ripened Soul and Spirit Theft abilities. Faster Drain will help in triggering multiple Thefts from Soul Fire/Ripened Soul before it expires, but I consider it a luxury ability. Beyond all of that, just save AP for new levels of abilities you already have.
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May 14 2015, 00:53
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Acer37
Group: Members
Posts: 209
Joined: 19-December 12

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How do most people get there HATH? I've only been considering buying them with credits, but that puts a very high price tag on most of the HATH perks.
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May 14 2015, 00:57
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Dammon
Group: Catgirl Camarilla
Posts: 2,867
Joined: 7-April 07

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QUOTE(Acer37 @ May 13 2015, 15:53)  How do most people get there HATH? I've only been considering buying them with credits, but that puts a very high price tag on most of the HATH perks.
http://ehwiki.org/wiki/HathThe easiest way to generate Hath is to run H@H or rent adopt-a-server slots.
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May 14 2015, 01:23
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(Dammon @ May 14 2015, 00:57)  The easiest way to generate Hath is to run H@H or rent adopt-a-server slots.
Or sweets. (IMG:[ invalid] style_emoticons/default/wink.gif) But you can also buy it at the Hath Exchange.
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May 14 2015, 02:03
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jasonp20
Group: Gold Star Club
Posts: 214
Joined: 17-December 09

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I'm just curious. What makes Resplendent Regeneration better than Effluent Ether. The wiki doesn't really go beyond that.
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May 14 2015, 02:13
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Uncle Stu
Group: Gold Star Club
Posts: 9,899
Joined: 4-February 12

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QUOTE(jasonp20 @ May 14 2015, 02:03)  I'm just curious. What makes Resplendent Regeneration better than Effluent Ether. The wiki doesn't really go beyond that.
Effluent Ether increase max mana and Suffusive Spirit increase max spririt, why should one of them be better than the other?
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May 14 2015, 02:24
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Superlatanium
Group: Gold Star Club
Posts: 7,641
Joined: 27-November 13

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QUOTE(jasonp20 @ May 14 2015, 00:03)  I'm just curious. What makes Resplendent Regeneration better than Effluent Ether. The wiki doesn't really go beyond that. The wiki isn't exactly trustworthy on up-to-date advice, but... RR gives you more mana (and spirit) regen over time, whereas EE only increases your bonus mana pool (but not your base mana pool). If you're melee, you take many turns per round, so there's a good amount of passive regen each round - which RR goes very well with. By the time you've spent all 15 potions (many thousands of turns), the extra MP/SP gained through RR will be higher than the initial 1/10th or so MP bonus that EE would give at the very beginning of the battle series (plus a few MP fragments here and there from mana potion spillover). For mage, there's never any MP spillover regardless since they already have so much bonus MP, so EE isn't useful. I don't think either EE or RR is worth getting unless you're trying for high difficulty GF completion. Otherwise, it doesn't increase clearing speed or profit at all. QUOTE(Stulpen @ May 14 2015, 00:13)  Effluent Ether increase max mana and Suffusive Spirit increase max spririt, why should one of them be better than the other? I'd think SS would be significantly more useful, since spirit potions spill over a lot when used at a safe ~30% SP, regardless of class. SS might give you an extra half of a Spark proc for each potion (or, more freedom to try Spirit Theft on GF before you're forced to use a potion). But mana potions don't have much spillover at all, especially for mage - I don't see bonus MP helping much.
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May 14 2015, 02:25
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piraticus
Newcomer
 Group: Members
Posts: 20
Joined: 8-May 15

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I don't want to make a new thread for this. As a beginner, where should I start?
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May 14 2015, 02:29
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Superlatanium
Group: Gold Star Club
Posts: 7,641
Joined: 27-November 13

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QUOTE(piraticus @ May 14 2015, 00:25)  I don't want to make a new thread for this. As a beginner, where should I start?
Screw around until level 30 so you have a little sense of the game. Play arena or grindfest or whatever you want, experiment with difficulty, equip equipment when you find it. Then go to http://ehwiki.org/wiki/Main_Page for details on everything. If you can't figure something out after that, play some more, or ask here.
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May 14 2015, 03:53
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Scootaloot
Group: Members
Posts: 113
Joined: 11-October 12

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[attachembed=63730]
Which one of these should I train? Just cleared End of Days for the first time... if this is what I'm supposed to be farming now, then I'm probably gonna want a higher drop rate/quality rate.
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May 14 2015, 03:53
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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Crystal farmers: how long does it take you to make a pack? What level of crystarium do you have?
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May 14 2015, 03:58
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Dammon
Group: Catgirl Camarilla
Posts: 2,867
Joined: 7-April 07

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QUOTE(Scootaloot @ May 13 2015, 18:53)  [attachembed=63730]
Which one of these should I train? Just cleared End of Days for the first time... if this is what I'm supposed to be farming now, then I'm probably gonna want a higher drop rate/quality rate.
If I were you I'd train packrat and up the difficulty level.
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May 14 2015, 04:10
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Scootaloot
Group: Members
Posts: 113
Joined: 11-October 12

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Dammon: that was just for a first-time clear. Lately I've been running Trio on Nightmare, and usually do random encounters on Nintendo. I could probably handle harder things, but at a certain point it just gets TOO time-consuming.
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May 14 2015, 04:51
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(Scremaz @ May 14 2015, 03:33)  overpower on a club? i thought it was pretty much useless (IMG:[ invalid] style_emoticons/default/huh.gif) mind to explain? is it for the already-explained lower offhand chance reason? (IMG:[ invalid] style_emoticons/default/unsure.gif) What? The advantage of club is no need to have Overpower. Yes, if you have 100% offhand chance, you are basically 1.5 your damage, assume 60% of the time has spirit stance and times another 1.6. If you compare to 1h which has a constant spirit x2 and 1.15 buff the damage is quite close.
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May 14 2015, 04:58
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mozilla browser
Group: Gold Star Club
Posts: 2,131
Joined: 22-December 11

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QUOTE(nec1986 @ May 13 2015, 22:40)  My 1h hp is 24124 with 4 jug. So i was curios is it good idea to iw or not. Also my mage has only 16k and probably i should aim for 20k+, because with imperil its quite tough. I can use it 3 times, got resist few, sometimes even use rebuff, got powerful hits and use cure 1-2 times and it d be up to 8 turn and i dont even attack yet. Sure i need to increase prof for lower resist to imperil in that cases, but that wont be full solution, because same way i can attack instead that and still get hit.
Probably 25 jug is must for mages.
I have 20500 hp with 19 juggernaut. IW armor potencies really help cover the weak points for melee players. It would be nice if cotton/phase item world potencies could grant crushing/slashing/piercing mitigation.
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